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Sad news from Europe: Sixth coalition is kaput

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5 hours ago, Slim Jimmerson said:

Ok. So a test.  We'll eventually see this for every nation?

Wouldn't make sense to completely jack-knife the development path yet again, but who knows, it is the normal trend after all.

Kinda feels like we're being strung along with content-but-not-actually-content changes - chucking a bunch of nations in is basically just adding a few flags and copying some existing code.

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1 hour ago, EdWatchmaker said:

 

The rest is taken care of by having a PvE server. Believe me everyone can be accommodated. If they want.

I must go to bed now.

Fair sailing     

A numerous carebear/PVErs playerbase is the condition to have any PVP MMO work. If you cut off carebears from PVP servers, you will simply kill the game even for PVPers.

Full PVP works only in MOBA (like NA legends).

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On 9/28/2017 at 5:50 AM, admin said:

Newsflash

During negotiations on the Sixth Coalition one of the archdukes was hit by a candelabra. The resulting melee between royalties has ruined the chances for peace in Europe. Mobilization started in several countries on the continent.
war-3-125-prussia.jpg.jpg

Is this the end of the world as we know it? Or is it a beginning of the new empires? 

Dafaq are you guys smoking ???

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On 2017-09-30 at 1:41 PM, Anolytic said:

I have had some time to think, and I see one way that this experiment could work out well. If all the current nations, that have historical footholds in the Caribbean are taken out of RvR. They have their safe-zones for PvE and econ. They have territories that cannot be lost, and they have safe areas. This is enough support for them to do PvE and PvP as they like. RvR however, should be reserved for only the new nations. If  you want to do RvR, you need to forge papers from one of the current starting nations and join one of the new nations. The price of RvR is the risk of loosing all territory down to the capital, and no safe-zones. Players start out in one of the current nations and can only join the new nations after they started playing.

 

On 2017-09-30 at 3:33 PM, Teutonic said:

If this is ever going to work. You need to cut the current nations in half.

US, GB, France, Spain, Pirate - these will be the 5 that have a safe capital presence. 

 

@admin

This is the way to go IMO.

Have "big" nations as starter nations/PVE nations, GB, France, Spain and the US. These have safe zones and cannot participate in RVR. They can ofc do PVP and PVE as normal.
The "Invading nations" does not have a safe port and no safe zones. They can participate in RVR.

Pirates will have secret island and cannot participate in RVR.

Once a new player joins they can only join the starter nations. Once they hit a certain level or completes the tutorial (when it is done) they receive forged papers and are free to choose whatever nation they want.

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2 minutes ago, Borch said:

It is not.

Firstly it's the fastest way to kill playerbase. Again. No RvR in current game situation means nothing to do. People will start leaving. You say they will join new nations? Yes they will. Only to get promised rewards and to conquer. Those "hardcore" players are not interesting in loosing. So, what is the best way to not loose? Create another sorry a** clan and join the biggest party around. Zerg everything and be happy throwing mud and boasting on the forum.

It is time to realise that there is no real hardcore players in any MMO game. Loosing and being wiped from the map quickly change player status from hardcore to easy mode. This "test" is just another way to loose GL money and time plus wrecking game population.

As for nations protecting rookies. Nobody cares about a newbie being ganked in front of your capitol. There is map to win, another port to take, another group to zerg. No one will TP back to capitol to save that guy which account was created 5 days ago as this must be spy anyway. Come on. We have already tested it. This is again loosing money and time.

Thank you for your opinion.

Answer me this, why would anyone join these new hardcore nations? Why not remain in the nations that they are in so they don´t loose out on the advantage of safe zones and uncapturable ports?

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Just now, Borch said:

Because they cant do RvR and they wont recieve promised rewards.

huh?

Since you so firmly rejected my and others proposals, I asked a question about they way the devs will probably add these new nations.

If the add them as new, capital-less nations with no bonus. Why would anyone join them at such a disadvantage?

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6 minutes ago, Demsity said:

huh?

Since you so firmly rejected my and others proposals, I asked a question about they way the devs will probably add these new nations.

If the add them as new, capital-less nations with no bonus. Why would anyone join them at such a disadvantage?

For many reasons. Challenge. Possibility play under own flag. Curiosity. Etc...

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21 minutes ago, Borch said:

It is not.

Firstly it's the fastest way to kill playerbase. Again. No RvR in current game situation means nothing to do. People will start leaving. You say they will join new nations? Yes they will. Only to get promised rewards and to conquer. Those "hardcore" players are not interesting in loosing. So, what is the best way to not loose? Create another sorry a** clan and join the biggest party around. Zerg everything and be happy throwing mud and boasting on the forum.

It is time to realise that there is no real hardcore players in any MMO game. Loosing and being wiped from the map quickly change player status from hardcore to easy mode. This "test" is just another way to loose GL money and time plus wrecking game population.

As for nations protecting rookies. Nobody cares about a newbie being ganked in front of your capitol. There is map to win, another port to take, another group to zerg. No one will TP back to capitol to save that guy which account was created 5 days ago as this must be spy anyway. Come on. We have already tested it. This is again loosing money and time.

 

5 minutes ago, Bart Smith said:

For many reasons. Challenge. Possibility play under own flag. Curiosity. Etc...

Yes I know this as well.

I was referring my question to @Borch since he stated that it would not work.

 

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Alternatively you'd swing it around, the small nations who mostly just had their presence in the Carribean for the sake of commerce become the starter ones with safe PvE and some PvP, and the large ones who actually fielded fleets are the ones who can participate in RvR and have capturable capitals.

Makes good sense from a historical and immersive/roleplaying standpoint, though of course we'd also end up at the age-old problem of all the non-RvR players who still demand to play as one of the 'big ones' regardless of that.

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1 minute ago, Borch said:

I have rejected  the whole idea (not the way how to implement it) simply because of human nature plus the population in our 3 servers is too low to even test it.  

As for the question I have already answered. Most people will join to seek RvR forbidden in nations with unconcuerable capitols and to recieve rewards (refering to peoples proposals).

Ah I see, kind of strange that you would comment that as a response to my post, if you reject the devs idea?

Anyway, I agree, this system is not optimal for testing at the current population.

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Why rvr players would choose to play any other nation than sweden ?

Is this so players can play for their irl flag in ethnocentric nations instead of joining pvp flag(pirate) or rvr flag(sveridge) ?

 

 

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On 27.9.2017 at 9:50 PM, admin said:

Is this the end of the world as we know it? Or is it a beginning of the new empires? 

Would be interesting to see more nations added to the game. You have a few in game already that didn't play any major role in the caribbean at the time but are some of the strongest in RvR ( like Danmark and Sweden ), while nations that should be strong historically like Spain are super weak compared to that. So i don't see a problem in terms of being historically inaccurate. Would definitely make clan wars more feasible and maybe even split up some big nations to balance all nations overall more...

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The decision spectrum is simple
We either have 3 large full nations or we have a lot more smaller nations which constantly fight with each other. Having some nations without reinforcement zones and with capturable capitals will allow hardcore players to have as much hardcore rvr gameplay as they want, without affecting the rest of the audience. 

The main benefits of those nations is the risk and the opportunity to sail their national flags. The nation choice is also historical (could have happened).

Don't forget its the test. Final test for the RVR/PVP imbalance

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Do something new and add more nations - rest related games got typical setup: brits, spanish, french and pirates - boring as hell.

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Just now, admin said:

The decision spectrum is simple
We either have 3 large full nations or we have a lot more smaller nations which constantly fight with each other. Having some nations without reinforcement zones and with capturable capitals will allow hardcore players to have as much hardcore rvr gameplay as they want, without affecting the rest of the audience. 

The main benefits of those nations is the risk and the opportunity to sail their national flags. The nation choice is also historical (could have happened).

Don't forget its the test. Final test for the RVR/PVP imbalance

I am not seeing how this effects anything with the current test of clan wars?

If anything the dozen smaller nations just plays well into the style of the clan war setup you currently have.  But again further does nothing to help the smaller individual players or small clans.  (less than 5 players small).

 

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1 minute ago, admin said:

The decision spectrum is simple
We either have 3 large full nations or we have a lot more smaller nations which constantly fight with each other. Having some nations without reinforcement zones and with capturable capitals will allow hardcore players to have as much hardcore rvr gameplay as they want, without affecting the rest of the audience. 

The main benefits of those nations is the risk and the opportunity to sail their national flags. The nation choice is also historical (could have happened).

Don't forget its the test. Final test for the RVR/PVP imbalance

Balance, in terms of RvR between nations, was reached only one time. It was when the alliance system was working. The EU server community balanced itself making two blocks with almost same population and war capabilities.

Sorry but it is not historical that some minor nations could build a fleet of lineships (probably the most costly war machine of its time) and send them to conquer far distant territories from other european nations/empires.

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Current RvR requires 25 ships for PB and decent 25 screening ships. 50 players from one nation to participate in RvR. Adding more nations won't fix RvR. At this point only 2-3 nations are cappable of any RvR activity.

Nonetheless, I don't mind watching addition of new nations, it will be interesting for PvP, but won't help RvR.

Edited by Peter Goldman
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